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General Tabletop Discussion
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5th Edition and The Rules
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<blockquote data-quote="Eirikrautha" data-source="post: 6359722" data-attributes="member: 6777843"><p>I think you've actually glossed over the problem with 3.5 that 5e is designed to fix (i.e., what makes 5e more like 1e or 2e, rather than 3e+). The issue is not the <em>number</em> of rules (heck 1e had more rules than 2e), but introduction of <em>skills and feats</em> to leverage the rules.</p><p></p><p>Think about it. Even in 2e, when faced with a situation without RAW, your table came up with a rule for it. So, while there were fewer RAW in 2e than 3e, the number of rules were exactly the same at the table. The difference is that 3e, having introduced rules for various corner cases, also retasked 2e's "secondary proficiencies" to give some kind of bonus for various builds of characters.</p><p></p><p>In 2e, if you decided that you were going to dive off the cliff and attempt to grab the falling MacGuffin, your table negotiated what rolls you needed to make. Assuming you had a DM that followed the "rule of cool," often times you would have a decent chance of pulling off something creative and dramatic, based off of negotiated rules. Post 3e, however, there are not only rules for most things, but skills and feats that give bonuses to these things (do you have "fly"? Well then, you can't move in the air over to the object and grab it. You don't know how...). How can a DM give you a fair chance to do something that has a specific skill or feat written into that game, which you don't have? Suddenly, the rules have become limits (thanks to the use of skills and feats to give mechanical advantages).</p><p></p><p>The 5e proficiency bonus makes this much less of a problem. A single skill covers such a wide range of actions that it is much easier to make it fit your needs, plus the absence of additional bonuses to the skill (bounded accuracy) means that "optimization" is less of a concern. 5e is going to be a lot more flexible because of this.</p><p></p><p>Rules negotiation have always been a part of D&D. The 5e "fix" is in reducing how much the rules act as limits to your role-playing...</p></blockquote><p></p>
[QUOTE="Eirikrautha, post: 6359722, member: 6777843"] I think you've actually glossed over the problem with 3.5 that 5e is designed to fix (i.e., what makes 5e more like 1e or 2e, rather than 3e+). The issue is not the [I]number[/I] of rules (heck 1e had more rules than 2e), but introduction of [I]skills and feats[/I] to leverage the rules. Think about it. Even in 2e, when faced with a situation without RAW, your table came up with a rule for it. So, while there were fewer RAW in 2e than 3e, the number of rules were exactly the same at the table. The difference is that 3e, having introduced rules for various corner cases, also retasked 2e's "secondary proficiencies" to give some kind of bonus for various builds of characters. In 2e, if you decided that you were going to dive off the cliff and attempt to grab the falling MacGuffin, your table negotiated what rolls you needed to make. Assuming you had a DM that followed the "rule of cool," often times you would have a decent chance of pulling off something creative and dramatic, based off of negotiated rules. Post 3e, however, there are not only rules for most things, but skills and feats that give bonuses to these things (do you have "fly"? Well then, you can't move in the air over to the object and grab it. You don't know how...). How can a DM give you a fair chance to do something that has a specific skill or feat written into that game, which you don't have? Suddenly, the rules have become limits (thanks to the use of skills and feats to give mechanical advantages). The 5e proficiency bonus makes this much less of a problem. A single skill covers such a wide range of actions that it is much easier to make it fit your needs, plus the absence of additional bonuses to the skill (bounded accuracy) means that "optimization" is less of a concern. 5e is going to be a lot more flexible because of this. Rules negotiation have always been a part of D&D. The 5e "fix" is in reducing how much the rules act as limits to your role-playing... [/QUOTE]
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